* adds grey bull as a soda in the drink machine
* grammer
* changes desc to and can amount to 20u
* Update code/modules/reagents/chemistry/reagents/drink_reagents.dm
Co-Authored-By: granpawalton <trentc7@yahoo.com>
* Adds the hero beacon
A Curator item with three preset uniforms availible to choose from.
* Changes curadrobe inventory content
Adds 'library supplies' of glasses & pens & removes the explorer gear.
* Replaces the curator's whip with a beacon
Its within the hero pack now.
* Creates the curators claymore
A ceremonial scottish sword for a hero pack.
* Pushes a line back into place
He who commiteth PR without fault, cast the first stone.
* Adjusts to one hero per beacon
Too many heroes may upset the time continuum.
* resolves merge conflict
I am thoroughly anti skub after this, conflict resolution for #40845
* Adds periods.
No timetravel pun intended, bad grammar is a crime. Period.
* Corrects advert typo
* Relocates skub
Pushes down the list to be with its relevant code split apart by the hero beacon rather than disjointed.
* cleans up code & spacing
Removes redundant code & spacing
* Cuts away more redundant code
Adds args to canUseTopic & removed !in_range
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl
Fixes#40437
Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
cl cacogen
balance: Space cleaner in spray bottles travels 5 tiles instead of 3 (doesn't affect other reagents)
balance: Trash bag fits in exosuit slot of janitor biosuit
balance: All soaps are faster
balance: Soaps now clean all decals on a tile instead of just one
balance: Soap now has limited uses (100 for most, 300 for NT brand which janitor gets)
balance: Mops are considerably faster
balance: Basic mop holds twice the reagents
balance: Janitorial cart now refills mops completely with one click
balance: Basic and advanced mops are more robust (8 force and 12 force)
balance: Galoshes no longer leave bloody footprints
balance: Chameleon noslips no longer leave bloody footprints
fix: Bulb boxes can be used on light replacers refill them in bulk
balance: Light replacer can be used in-hand to change all bulbs on a tile
add: Custodial barrier projector which creates solid wet floor signs that force people to walk to pass (available through service protolathe)
/cl
Janitor's been an exercise in futility for years, and the job is made redundant by janitor cyborgs who can't even keep up with the mess themselves. Spreading blood is instant, but takes a lot longer to clean. The goal here is to make it easier to keep up with the mess and make the controls less finicky while avoiding affecting combat too much (the mop and spray bottle are is a good weapons after all).
This pr adds new clown costumes that come in a variety of colors including blue, green, yellow, purple, orange and now rainbow! so now clowns can go out in the station in the latest clown style!
* shit was SO cash
* correct dance machine subtype
* moves defines from map file to corpse.dm
* improves bartender flavor text
* adds special shadycigs for beach ruin, adds shower, moves bartender sleeper to backroom
* giant dad set
* twop underway
* initial
* initial
* no special armors :((((
* bye twop
* no more special armors
* f
* more removals
* fixes
* normieizing the armors pt1
* ok, finally
* I'M DONE I DID IT
* removals
* this will not compile but next commit in two commits it will
* this will not compile but next commit it will
* it compiles 20 dollars says it compiles
* i am so sorry
* fixes everything, >:(
* *coughs up hairball*
* cobby's suggestion
* pbool'f fhttrfgvba
* OOOOOOOOH YEAAAAAAAH BABY
* quieter
* AH OKAY THERE
add: Analyzers can now scan all kinds of atmospheric machinery - unary, binary, ternary, quaternary, you name it. This means stuff like gas pumps, gas mixers, vents and so forth can be analyzed.
tweak: Analyzers now show temperature in kelvin as well as celsius.
tweak: Analyzers now show total mole count, volume, and mole count of all gases.
tweak: Analyzers show everything at slightly higher degrees of precision.
More accurate and advanced analyzers have been something that I think atmos and toxins mains have been wanting for a while now (including myself). It's always a pain to have to manually add 273.15 to every celsius temperature, or have to use outside tools or VV (which isnt usable in actual games) to calculate mole count for a gas mixture. Not to mention, the ability to analyze things like volume pumps and gas filters makes it easier to manage larger atmos setups. This is just a QoL change for people in any of those jobs. In fact, most players probably don't even know what the fuck is a mole is so adding mole readout to analyzers is a good way to get people to understand atmospherics better.
* Adds wardrobe vending machines.
* Adds the refill cartridges to cargo.
* Removes access requierments and fixes spelling errors.
* More spelling errors fixed, curse the English language.
* Added sec skirts and grey uniforms to the sec vendor, and added formal uniforms as premium items to it.
* Fixing some grammer/spelling errors and adds the purple bartender uniform to the vendor.
* .
* Does Shizzy's requested changes.
* Adds these machines as options at the vendor circuit board. Adds more product ads.
* Fixes compile error.
* Sprite fix and two more things to the MediDrobe.
* adds the sprites
* Adds the vendors to box station.
* splits the supply packs up into different departments. Costs adjusted to be consistent with the autodrobe crate.
* Added Fernet and subdrinks
Added sprites for Fernet (bottle), and glasses of pure Fernet, Fernet Cola, Fanciulli and Branca Menta
* Adds Fernet and drinks made out of it
Added Fernet, Fernet Cola, Fanciulli and Branca Menta
* Adds reactions to fernet
* Adds Bottle of Fernet to the list
Spriting by the wonderful NeoExperiences
* Adds Fernet to the Borg's Shaker
They can help you indulge in more hedonism now.
* Adds Fernet to the Booze Dispenser
* Adds Bottle of Fernet to the list
* Updated Fanciulli, Branca Menta
Oops, nearly made two of the drinks not cause the satiety reduction.
* Fixed a missing comma on reagent list
I'm dumb, I forgot this was a list
* Fixed the procs on stamina and hunger
I'm sorry I'm sleepy and retarded to mistake an L for an M
* Changes the recipe of Fanciulli to include Manhattan
They were conflicting, and the description of the glass already says it's just Manhattan with Fernet, so it's consistent.
* Removes glass_icon_state from pure fernet
Cobby said it was pointless since the spritework was lazy
* removes the block chance from the Roman Shield.
* replaces the Roman Shield in the autodrobe with a toy version with no block chance.
* replaces the armoured roman helmets from the autodrobe with fake ones.